master
   1/*** Autogenerated by WIDL 10.4 from include/d3d10_1.idl - Do not edit ***/
   2
   3#ifdef _WIN32
   4#ifndef __REQUIRED_RPCNDR_H_VERSION__
   5#define __REQUIRED_RPCNDR_H_VERSION__ 475
   6#endif
   7#include <rpc.h>
   8#include <rpcndr.h>
   9#endif
  10
  11#ifndef COM_NO_WINDOWS_H
  12#include <windows.h>
  13#include <ole2.h>
  14#endif
  15
  16#ifndef __d3d10_1_h__
  17#define __d3d10_1_h__
  18
  19/* Forward declarations */
  20
  21#ifndef __ID3D10BlendState1_FWD_DEFINED__
  22#define __ID3D10BlendState1_FWD_DEFINED__
  23typedef interface ID3D10BlendState1 ID3D10BlendState1;
  24#ifdef __cplusplus
  25interface ID3D10BlendState1;
  26#endif /* __cplusplus */
  27#endif
  28
  29#ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
  30#define __ID3D10ShaderResourceView1_FWD_DEFINED__
  31typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
  32#ifdef __cplusplus
  33interface ID3D10ShaderResourceView1;
  34#endif /* __cplusplus */
  35#endif
  36
  37#ifndef __ID3D10Device1_FWD_DEFINED__
  38#define __ID3D10Device1_FWD_DEFINED__
  39typedef interface ID3D10Device1 ID3D10Device1;
  40#ifdef __cplusplus
  41interface ID3D10Device1;
  42#endif /* __cplusplus */
  43#endif
  44
  45/* Headers for imported files */
  46
  47#include <oaidl.h>
  48#include <ocidl.h>
  49#include <d3d10.h>
  50
  51#ifdef __cplusplus
  52extern "C" {
  53#endif
  54
  55#ifndef _D3D10_1_CONSTANTS
  56#define _D3D10_1_CONSTANTS
  57#define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff)
  58
  59#define D3D10_1_GS_INPUT_REGISTER_COUNT (32)
  60
  61#define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32)
  62
  63#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128)
  64
  65#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32)
  66
  67#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1)
  68
  69#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32)
  70
  71#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1)
  72
  73#define D3D10_1_SHADER_MAJOR_VERSION (4)
  74
  75#define D3D10_1_SHADER_MINOR_VERSION (1)
  76
  77#define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048)
  78
  79#define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256)
  80
  81#define D3D10_1_SO_BUFFER_SLOT_COUNT (4)
  82
  83#define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1)
  84
  85#define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64)
  86
  87#define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32)
  88
  89#define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8)
  90
  91#define D3D10_1_VS_INPUT_REGISTER_COUNT (32)
  92
  93#define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32)
  94
  95#endif
  96#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP      (0.6)
  97#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f)
  98#include <d3d10_1shader.h>
  99typedef enum D3D10_FEATURE_LEVEL1 {
 100    D3D10_FEATURE_LEVEL_10_0 = 0xa000,
 101    D3D10_FEATURE_LEVEL_10_1 = 0xa100,
 102    D3D10_FEATURE_LEVEL_9_1 = 0x9100,
 103    D3D10_FEATURE_LEVEL_9_2 = 0x9200,
 104    D3D10_FEATURE_LEVEL_9_3 = 0x9300
 105} D3D10_FEATURE_LEVEL1;
 106typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 {
 107    WINBOOL BlendEnable;
 108    D3D10_BLEND SrcBlend;
 109    D3D10_BLEND DestBlend;
 110    D3D10_BLEND_OP BlendOp;
 111    D3D10_BLEND SrcBlendAlpha;
 112    D3D10_BLEND DestBlendAlpha;
 113    D3D10_BLEND_OP BlendOpAlpha;
 114    UINT8 RenderTargetWriteMask;
 115} D3D10_RENDER_TARGET_BLEND_DESC1;
 116typedef struct D3D10_BLEND_DESC1 {
 117    WINBOOL AlphaToCoverageEnable;
 118    WINBOOL IndependentBlendEnable;
 119    D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
 120} D3D10_BLEND_DESC1;
 121/*****************************************************************************
 122 * ID3D10BlendState1 interface
 123 */
 124#ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
 125#define __ID3D10BlendState1_INTERFACE_DEFINED__
 126
 127DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61);
 128#if defined(__cplusplus) && !defined(CINTERFACE)
 129MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161")
 130ID3D10BlendState1 : public ID3D10BlendState
 131{
 132    virtual void STDMETHODCALLTYPE GetDesc1(
 133        D3D10_BLEND_DESC1 *pDesc) = 0;
 134
 135};
 136#ifdef __CRT_UUID_DECL
 137__CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61)
 138#endif
 139#else
 140typedef struct ID3D10BlendState1Vtbl {
 141    BEGIN_INTERFACE
 142
 143    /*** IUnknown methods ***/
 144    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
 145        ID3D10BlendState1 *This,
 146        REFIID riid,
 147        void **ppvObject);
 148
 149    ULONG (STDMETHODCALLTYPE *AddRef)(
 150        ID3D10BlendState1 *This);
 151
 152    ULONG (STDMETHODCALLTYPE *Release)(
 153        ID3D10BlendState1 *This);
 154
 155    /*** ID3D10DeviceChild methods ***/
 156    void (STDMETHODCALLTYPE *GetDevice)(
 157        ID3D10BlendState1 *This,
 158        ID3D10Device **ppDevice);
 159
 160    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
 161        ID3D10BlendState1 *This,
 162        REFGUID guid,
 163        UINT *pDataSize,
 164        void *pData);
 165
 166    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
 167        ID3D10BlendState1 *This,
 168        REFGUID guid,
 169        UINT DataSize,
 170        const void *pData);
 171
 172    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
 173        ID3D10BlendState1 *This,
 174        REFGUID guid,
 175        const IUnknown *pData);
 176
 177    /*** ID3D10BlendState methods ***/
 178    void (STDMETHODCALLTYPE *GetDesc)(
 179        ID3D10BlendState1 *This,
 180        D3D10_BLEND_DESC *pDesc);
 181
 182    /*** ID3D10BlendState1 methods ***/
 183    void (STDMETHODCALLTYPE *GetDesc1)(
 184        ID3D10BlendState1 *This,
 185        D3D10_BLEND_DESC1 *pDesc);
 186
 187    END_INTERFACE
 188} ID3D10BlendState1Vtbl;
 189
 190interface ID3D10BlendState1 {
 191    CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl;
 192};
 193
 194#ifdef COBJMACROS
 195#ifndef WIDL_C_INLINE_WRAPPERS
 196/*** IUnknown methods ***/
 197#define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
 198#define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This)
 199#define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This)
 200/*** ID3D10DeviceChild methods ***/
 201#define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
 202#define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
 203#define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
 204#define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
 205/*** ID3D10BlendState methods ***/
 206#define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
 207/*** ID3D10BlendState1 methods ***/
 208#define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
 209#else
 210/*** IUnknown methods ***/
 211static inline HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) {
 212    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
 213}
 214static inline ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) {
 215    return This->lpVtbl->AddRef(This);
 216}
 217static inline ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) {
 218    return This->lpVtbl->Release(This);
 219}
 220/*** ID3D10DeviceChild methods ***/
 221static inline void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) {
 222    This->lpVtbl->GetDevice(This,ppDevice);
 223}
 224static inline HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
 225    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
 226}
 227static inline HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
 228    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
 229}
 230static inline HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) {
 231    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
 232}
 233/*** ID3D10BlendState methods ***/
 234static inline void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) {
 235    This->lpVtbl->GetDesc(This,pDesc);
 236}
 237/*** ID3D10BlendState1 methods ***/
 238static inline void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) {
 239    This->lpVtbl->GetDesc1(This,pDesc);
 240}
 241#endif
 242#endif
 243
 244#endif
 245
 246
 247#endif  /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
 248
 249typedef struct D3D10_TEXCUBE_ARRAY_SRV1 {
 250    UINT MostDetailedMip;
 251    UINT MipLevels;
 252    UINT First2DArrayFace;
 253    UINT NumCubes;
 254} D3D10_TEXCUBE_ARRAY_SRV1;
 255typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
 256typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 {
 257    DXGI_FORMAT Format;
 258    D3D10_SRV_DIMENSION1 ViewDimension;
 259    __C89_NAMELESS union {
 260        D3D10_BUFFER_SRV Buffer;
 261        D3D10_TEX1D_SRV Texture1D;
 262        D3D10_TEX1D_ARRAY_SRV Texture1DArray;
 263        D3D10_TEX2D_SRV Texture2D;
 264        D3D10_TEX2D_ARRAY_SRV Texture2DArray;
 265        D3D10_TEX2DMS_SRV Texture2DMS;
 266        D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
 267        D3D10_TEX3D_SRV Texture3D;
 268        D3D10_TEXCUBE_SRV TextureCube;
 269        D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
 270    } __C89_NAMELESSUNIONNAME;
 271} D3D10_SHADER_RESOURCE_VIEW_DESC1;
 272/*****************************************************************************
 273 * ID3D10ShaderResourceView1 interface
 274 */
 275#ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
 276#define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
 277
 278DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
 279#if defined(__cplusplus) && !defined(CINTERFACE)
 280MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0")
 281ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
 282{
 283    virtual void STDMETHODCALLTYPE GetDesc1(
 284        D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
 285
 286};
 287#ifdef __CRT_UUID_DECL
 288__CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
 289#endif
 290#else
 291typedef struct ID3D10ShaderResourceView1Vtbl {
 292    BEGIN_INTERFACE
 293
 294    /*** IUnknown methods ***/
 295    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
 296        ID3D10ShaderResourceView1 *This,
 297        REFIID riid,
 298        void **ppvObject);
 299
 300    ULONG (STDMETHODCALLTYPE *AddRef)(
 301        ID3D10ShaderResourceView1 *This);
 302
 303    ULONG (STDMETHODCALLTYPE *Release)(
 304        ID3D10ShaderResourceView1 *This);
 305
 306    /*** ID3D10DeviceChild methods ***/
 307    void (STDMETHODCALLTYPE *GetDevice)(
 308        ID3D10ShaderResourceView1 *This,
 309        ID3D10Device **ppDevice);
 310
 311    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
 312        ID3D10ShaderResourceView1 *This,
 313        REFGUID guid,
 314        UINT *pDataSize,
 315        void *pData);
 316
 317    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
 318        ID3D10ShaderResourceView1 *This,
 319        REFGUID guid,
 320        UINT DataSize,
 321        const void *pData);
 322
 323    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
 324        ID3D10ShaderResourceView1 *This,
 325        REFGUID guid,
 326        const IUnknown *pData);
 327
 328    /*** ID3D10View methods ***/
 329    void (STDMETHODCALLTYPE *GetResource)(
 330        ID3D10ShaderResourceView1 *This,
 331        ID3D10Resource **ppResource);
 332
 333    /*** ID3D10ShaderResourceView methods ***/
 334    void (STDMETHODCALLTYPE *GetDesc)(
 335        ID3D10ShaderResourceView1 *This,
 336        D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
 337
 338    /*** ID3D10ShaderResourceView1 methods ***/
 339    void (STDMETHODCALLTYPE *GetDesc1)(
 340        ID3D10ShaderResourceView1 *This,
 341        D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
 342
 343    END_INTERFACE
 344} ID3D10ShaderResourceView1Vtbl;
 345
 346interface ID3D10ShaderResourceView1 {
 347    CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl;
 348};
 349
 350#ifdef COBJMACROS
 351#ifndef WIDL_C_INLINE_WRAPPERS
 352/*** IUnknown methods ***/
 353#define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
 354#define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This)
 355#define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This)
 356/*** ID3D10DeviceChild methods ***/
 357#define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
 358#define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
 359#define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
 360#define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
 361/*** ID3D10View methods ***/
 362#define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource)
 363/*** ID3D10ShaderResourceView methods ***/
 364#define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
 365/*** ID3D10ShaderResourceView1 methods ***/
 366#define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
 367#else
 368/*** IUnknown methods ***/
 369static inline HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) {
 370    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
 371}
 372static inline ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) {
 373    return This->lpVtbl->AddRef(This);
 374}
 375static inline ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) {
 376    return This->lpVtbl->Release(This);
 377}
 378/*** ID3D10DeviceChild methods ***/
 379static inline void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) {
 380    This->lpVtbl->GetDevice(This,ppDevice);
 381}
 382static inline HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) {
 383    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
 384}
 385static inline HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) {
 386    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
 387}
 388static inline HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) {
 389    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
 390}
 391/*** ID3D10View methods ***/
 392static inline void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) {
 393    This->lpVtbl->GetResource(This,ppResource);
 394}
 395/*** ID3D10ShaderResourceView methods ***/
 396static inline void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
 397    This->lpVtbl->GetDesc(This,pDesc);
 398}
 399/*** ID3D10ShaderResourceView1 methods ***/
 400static inline void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) {
 401    This->lpVtbl->GetDesc1(This,pDesc);
 402}
 403#endif
 404#endif
 405
 406#endif
 407
 408
 409#endif  /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
 410
 411/*****************************************************************************
 412 * ID3D10Device1 interface
 413 */
 414#ifndef __ID3D10Device1_INTERFACE_DEFINED__
 415#define __ID3D10Device1_INTERFACE_DEFINED__
 416
 417DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
 418#if defined(__cplusplus) && !defined(CINTERFACE)
 419MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0")
 420ID3D10Device1 : public ID3D10Device
 421{
 422    virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
 423        ID3D10Resource *pResource,
 424        const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
 425        ID3D10ShaderResourceView1 **ppSRView) = 0;
 426
 427    virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
 428        const D3D10_BLEND_DESC1 *pBlendStateDesc,
 429        ID3D10BlendState1 **ppBlendState) = 0;
 430
 431    virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel(
 432        ) = 0;
 433
 434};
 435#ifdef __CRT_UUID_DECL
 436__CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
 437#endif
 438#else
 439typedef struct ID3D10Device1Vtbl {
 440    BEGIN_INTERFACE
 441
 442    /*** IUnknown methods ***/
 443    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
 444        ID3D10Device1 *This,
 445        REFIID riid,
 446        void **ppvObject);
 447
 448    ULONG (STDMETHODCALLTYPE *AddRef)(
 449        ID3D10Device1 *This);
 450
 451    ULONG (STDMETHODCALLTYPE *Release)(
 452        ID3D10Device1 *This);
 453
 454    /*** ID3D10Device methods ***/
 455    void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
 456        ID3D10Device1 *This,
 457        UINT StartSlot,
 458        UINT NumBuffers,
 459        ID3D10Buffer *const *ppConstantBuffers);
 460
 461    void (STDMETHODCALLTYPE *PSSetShaderResources)(
 462        ID3D10Device1 *This,
 463        UINT StartSlot,
 464        UINT NumViews,
 465        ID3D10ShaderResourceView *const *ppShaderResourceViews);
 466
 467    void (STDMETHODCALLTYPE *PSSetShader)(
 468        ID3D10Device1 *This,
 469        ID3D10PixelShader *pPixelShader);
 470
 471    void (STDMETHODCALLTYPE *PSSetSamplers)(
 472        ID3D10Device1 *This,
 473        UINT StartSlot,
 474        UINT NumSamplers,
 475        ID3D10SamplerState *const *ppSamplers);
 476
 477    void (STDMETHODCALLTYPE *VSSetShader)(
 478        ID3D10Device1 *This,
 479        ID3D10VertexShader *pVertexShader);
 480
 481    void (STDMETHODCALLTYPE *DrawIndexed)(
 482        ID3D10Device1 *This,
 483        UINT IndexCount,
 484        UINT StartIndexLocation,
 485        INT BaseVertexLocation);
 486
 487    void (STDMETHODCALLTYPE *Draw)(
 488        ID3D10Device1 *This,
 489        UINT VertexCount,
 490        UINT StartVertexLocation);
 491
 492    void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
 493        ID3D10Device1 *This,
 494        UINT StartSlot,
 495        UINT NumBuffers,
 496        ID3D10Buffer *const *ppConstantBuffers);
 497
 498    void (STDMETHODCALLTYPE *IASetInputLayout)(
 499        ID3D10Device1 *This,
 500        ID3D10InputLayout *pInputLayout);
 501
 502    void (STDMETHODCALLTYPE *IASetVertexBuffers)(
 503        ID3D10Device1 *This,
 504        UINT StartSlot,
 505        UINT NumBuffers,
 506        ID3D10Buffer *const *ppVertexBuffers,
 507        const UINT *pStrides,
 508        const UINT *pOffsets);
 509
 510    void (STDMETHODCALLTYPE *IASetIndexBuffer)(
 511        ID3D10Device1 *This,
 512        ID3D10Buffer *pIndexBuffer,
 513        DXGI_FORMAT Format,
 514        UINT Offset);
 515
 516    void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
 517        ID3D10Device1 *This,
 518        UINT IndexCountPerInstance,
 519        UINT InstanceCount,
 520        UINT StartIndexLocation,
 521        INT BaseVertexLocation,
 522        UINT StartInstanceLocation);
 523
 524    void (STDMETHODCALLTYPE *DrawInstanced)(
 525        ID3D10Device1 *This,
 526        UINT VertexCountPerInstance,
 527        UINT InstanceCount,
 528        UINT StartVertexLocation,
 529        UINT StartInstanceLocation);
 530
 531    void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
 532        ID3D10Device1 *This,
 533        UINT StartSlot,
 534        UINT NumBuffers,
 535        ID3D10Buffer *const *ppConstantBuffers);
 536
 537    void (STDMETHODCALLTYPE *GSSetShader)(
 538        ID3D10Device1 *This,
 539        ID3D10GeometryShader *pShader);
 540
 541    void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
 542        ID3D10Device1 *This,
 543        D3D10_PRIMITIVE_TOPOLOGY Topology);
 544
 545    void (STDMETHODCALLTYPE *VSSetShaderResources)(
 546        ID3D10Device1 *This,
 547        UINT StartSlot,
 548        UINT NumViews,
 549        ID3D10ShaderResourceView *const *ppShaderResourceViews);
 550
 551    void (STDMETHODCALLTYPE *VSSetSamplers)(
 552        ID3D10Device1 *This,
 553        UINT StartSlot,
 554        UINT NumSamplers,
 555        ID3D10SamplerState *const *ppSamplers);
 556
 557    void (STDMETHODCALLTYPE *SetPredication)(
 558        ID3D10Device1 *This,
 559        ID3D10Predicate *pPredicate,
 560        WINBOOL PredicateValue);
 561
 562    void (STDMETHODCALLTYPE *GSSetShaderResources)(
 563        ID3D10Device1 *This,
 564        UINT StartSlot,
 565        UINT NumViews,
 566        ID3D10ShaderResourceView *const *ppShaderResourceViews);
 567
 568    void (STDMETHODCALLTYPE *GSSetSamplers)(
 569        ID3D10Device1 *This,
 570        UINT StartSlot,
 571        UINT NumSamplers,
 572        ID3D10SamplerState *const *ppSamplers);
 573
 574    void (STDMETHODCALLTYPE *OMSetRenderTargets)(
 575        ID3D10Device1 *This,
 576        UINT NumViews,
 577        ID3D10RenderTargetView *const *ppRenderTargetViews,
 578        ID3D10DepthStencilView *pDepthStencilView);
 579
 580    void (STDMETHODCALLTYPE *OMSetBlendState)(
 581        ID3D10Device1 *This,
 582        ID3D10BlendState *pBlendState,
 583        const FLOAT BlendFactor[4],
 584        UINT SampleMask);
 585
 586    void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
 587        ID3D10Device1 *This,
 588        ID3D10DepthStencilState *pDepthStencilState,
 589        UINT StencilRef);
 590
 591    void (STDMETHODCALLTYPE *SOSetTargets)(
 592        ID3D10Device1 *This,
 593        UINT NumBuffers,
 594        ID3D10Buffer *const *ppSOTargets,
 595        const UINT *pOffsets);
 596
 597    void (STDMETHODCALLTYPE *DrawAuto)(
 598        ID3D10Device1 *This);
 599
 600    void (STDMETHODCALLTYPE *RSSetState)(
 601        ID3D10Device1 *This,
 602        ID3D10RasterizerState *pRasterizerState);
 603
 604    void (STDMETHODCALLTYPE *RSSetViewports)(
 605        ID3D10Device1 *This,
 606        UINT NumViewports,
 607        const D3D10_VIEWPORT *pViewports);
 608
 609    void (STDMETHODCALLTYPE *RSSetScissorRects)(
 610        ID3D10Device1 *This,
 611        UINT NumRects,
 612        const D3D10_RECT *pRects);
 613
 614    void (STDMETHODCALLTYPE *CopySubresourceRegion)(
 615        ID3D10Device1 *This,
 616        ID3D10Resource *pDstResource,
 617        UINT DstSubresource,
 618        UINT DstX,
 619        UINT DstY,
 620        UINT DstZ,
 621        ID3D10Resource *pSrcResource,
 622        UINT SrcSubresource,
 623        const D3D10_BOX *pSrcBox);
 624
 625    void (STDMETHODCALLTYPE *CopyResource)(
 626        ID3D10Device1 *This,
 627        ID3D10Resource *pDstResource,
 628        ID3D10Resource *pSrcResource);
 629
 630    void (STDMETHODCALLTYPE *UpdateSubresource)(
 631        ID3D10Device1 *This,
 632        ID3D10Resource *pDstResource,
 633        UINT DstSubresource,
 634        const D3D10_BOX *pDstBox,
 635        const void *pSrcData,
 636        UINT SrcRowPitch,
 637        UINT SrcDepthPitch);
 638
 639    void (STDMETHODCALLTYPE *ClearRenderTargetView)(
 640        ID3D10Device1 *This,
 641        ID3D10RenderTargetView *pRenderTargetView,
 642        const FLOAT ColorRGBA[4]);
 643
 644    void (STDMETHODCALLTYPE *ClearDepthStencilView)(
 645        ID3D10Device1 *This,
 646        ID3D10DepthStencilView *pDepthStencilView,
 647        UINT ClearFlags,
 648        FLOAT Depth,
 649        UINT8 Stencil);
 650
 651    void (STDMETHODCALLTYPE *GenerateMips)(
 652        ID3D10Device1 *This,
 653        ID3D10ShaderResourceView *pShaderResourceView);
 654
 655    void (STDMETHODCALLTYPE *ResolveSubresource)(
 656        ID3D10Device1 *This,
 657        ID3D10Resource *pDstResource,
 658        UINT DstSubresource,
 659        ID3D10Resource *pSrcResource,
 660        UINT SrcSubresource,
 661        DXGI_FORMAT Format);
 662
 663    void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
 664        ID3D10Device1 *This,
 665        UINT StartSlot,
 666        UINT NumBuffers,
 667        ID3D10Buffer **ppConstantBuffers);
 668
 669    void (STDMETHODCALLTYPE *PSGetShaderResources)(
 670        ID3D10Device1 *This,
 671        UINT StartSlot,
 672        UINT NumViews,
 673        ID3D10ShaderResourceView **ppShaderResourceViews);
 674
 675    void (STDMETHODCALLTYPE *PSGetShader)(
 676        ID3D10Device1 *This,
 677        ID3D10PixelShader **ppPixelShader);
 678
 679    void (STDMETHODCALLTYPE *PSGetSamplers)(
 680        ID3D10Device1 *This,
 681        UINT StartSlot,
 682        UINT NumSamplers,
 683        ID3D10SamplerState **ppSamplers);
 684
 685    void (STDMETHODCALLTYPE *VSGetShader)(
 686        ID3D10Device1 *This,
 687        ID3D10VertexShader **ppVertexShader);
 688
 689    void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
 690        ID3D10Device1 *This,
 691        UINT StartSlot,
 692        UINT NumBuffers,
 693        ID3D10Buffer **ppConstantBuffers);
 694
 695    void (STDMETHODCALLTYPE *IAGetInputLayout)(
 696        ID3D10Device1 *This,
 697        ID3D10InputLayout **ppInputLayout);
 698
 699    void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
 700        ID3D10Device1 *This,
 701        UINT StartSlot,
 702        UINT NumBuffers,
 703        ID3D10Buffer **ppVertexBuffers,
 704        UINT *pStrides,
 705        UINT *pOffsets);
 706
 707    void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
 708        ID3D10Device1 *This,
 709        ID3D10Buffer **pIndexBuffer,
 710        DXGI_FORMAT *Format,
 711        UINT *Offset);
 712
 713    void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
 714        ID3D10Device1 *This,
 715        UINT StartSlot,
 716        UINT NumBuffers,
 717        ID3D10Buffer **ppConstantBuffers);
 718
 719    void (STDMETHODCALLTYPE *GSGetShader)(
 720        ID3D10Device1 *This,
 721        ID3D10GeometryShader **ppGeometryShader);
 722
 723    void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
 724        ID3D10Device1 *This,
 725        D3D10_PRIMITIVE_TOPOLOGY *pTopology);
 726
 727    void (STDMETHODCALLTYPE *VSGetShaderResources)(
 728        ID3D10Device1 *This,
 729        UINT StartSlot,
 730        UINT NumViews,
 731        ID3D10ShaderResourceView **ppShaderResourceViews);
 732
 733    void (STDMETHODCALLTYPE *VSGetSamplers)(
 734        ID3D10Device1 *This,
 735        UINT StartSlot,
 736        UINT NumSamplers,
 737        ID3D10SamplerState **ppSamplers);
 738
 739    void (STDMETHODCALLTYPE *GetPredication)(
 740        ID3D10Device1 *This,
 741        ID3D10Predicate **ppPredicate,
 742        WINBOOL *pPredicateValue);
 743
 744    void (STDMETHODCALLTYPE *GSGetShaderResources)(
 745        ID3D10Device1 *This,
 746        UINT StartSlot,
 747        UINT NumViews,
 748        ID3D10ShaderResourceView **ppShaderResourceViews);
 749
 750    void (STDMETHODCALLTYPE *GSGetSamplers)(
 751        ID3D10Device1 *This,
 752        UINT StartSlot,
 753        UINT NumSamplers,
 754        ID3D10SamplerState **ppSamplers);
 755
 756    void (STDMETHODCALLTYPE *OMGetRenderTargets)(
 757        ID3D10Device1 *This,
 758        UINT NumViews,
 759        ID3D10RenderTargetView **ppRenderTargetViews,
 760        ID3D10DepthStencilView **ppDepthStencilView);
 761
 762    void (STDMETHODCALLTYPE *OMGetBlendState)(
 763        ID3D10Device1 *This,
 764        ID3D10BlendState **ppBlendState,
 765        FLOAT BlendFactor[4],
 766        UINT *pSampleMask);
 767
 768    void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
 769        ID3D10Device1 *This,
 770        ID3D10DepthStencilState **ppDepthStencilState,
 771        UINT *pStencilRef);
 772
 773    void (STDMETHODCALLTYPE *SOGetTargets)(
 774        ID3D10Device1 *This,
 775        UINT NumBuffers,
 776        ID3D10Buffer **ppSOTargets,
 777        UINT *pOffsets);
 778
 779    void (STDMETHODCALLTYPE *RSGetState)(
 780        ID3D10Device1 *This,
 781        ID3D10RasterizerState **ppRasterizerState);
 782
 783    void (STDMETHODCALLTYPE *RSGetViewports)(
 784        ID3D10Device1 *This,
 785        UINT *NumViewports,
 786        D3D10_VIEWPORT *pViewports);
 787
 788    void (STDMETHODCALLTYPE *RSGetScissorRects)(
 789        ID3D10Device1 *This,
 790        UINT *NumRects,
 791        D3D10_RECT *pRects);
 792
 793    HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(
 794        ID3D10Device1 *This);
 795
 796    HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
 797        ID3D10Device1 *This,
 798        UINT RaiseFlags);
 799
 800    UINT (STDMETHODCALLTYPE *GetExceptionMode)(
 801        ID3D10Device1 *This);
 802
 803    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
 804        ID3D10Device1 *This,
 805        REFGUID guid,
 806        UINT *pDataSize,
 807        void *pData);
 808
 809    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
 810        ID3D10Device1 *This,
 811        REFGUID guid,
 812        UINT DataSize,
 813        const void *pData);
 814
 815    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
 816        ID3D10Device1 *This,
 817        REFGUID guid,
 818        const IUnknown *pData);
 819
 820    void (STDMETHODCALLTYPE *ClearState)(
 821        ID3D10Device1 *This);
 822
 823    void (STDMETHODCALLTYPE *Flush)(
 824        ID3D10Device1 *This);
 825
 826    HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
 827        ID3D10Device1 *This,
 828        const D3D10_BUFFER_DESC *pDesc,
 829        const D3D10_SUBRESOURCE_DATA *pInitialData,
 830        ID3D10Buffer **ppBuffer);
 831
 832    HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
 833        ID3D10Device1 *This,
 834        const D3D10_TEXTURE1D_DESC *pDesc,
 835        const D3D10_SUBRESOURCE_DATA *pInitialData,
 836        ID3D10Texture1D **ppTexture1D);
 837
 838    HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
 839        ID3D10Device1 *This,
 840        const D3D10_TEXTURE2D_DESC *pDesc,
 841        const D3D10_SUBRESOURCE_DATA *pInitialData,
 842        ID3D10Texture2D **ppTexture2D);
 843
 844    HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
 845        ID3D10Device1 *This,
 846        const D3D10_TEXTURE3D_DESC *pDesc,
 847        const D3D10_SUBRESOURCE_DATA *pInitialData,
 848        ID3D10Texture3D **ppTexture3D);
 849
 850    HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
 851        ID3D10Device1 *This,
 852        ID3D10Resource *pResource,
 853        const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
 854        ID3D10ShaderResourceView **ppSRView);
 855
 856    HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
 857        ID3D10Device1 *This,
 858        ID3D10Resource *pResource,
 859        const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
 860        ID3D10RenderTargetView **ppRTView);
 861
 862    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
 863        ID3D10Device1 *This,
 864        ID3D10Resource *pResource,
 865        const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
 866        ID3D10DepthStencilView **ppDepthStencilView);
 867
 868    HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
 869        ID3D10Device1 *This,
 870        const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
 871        UINT NumElements,
 872        const void *pShaderBytecodeWithInputSignature,
 873        SIZE_T BytecodeLength,
 874        ID3D10InputLayout **ppInputLayout);
 875
 876    HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
 877        ID3D10Device1 *This,
 878        const void *pShaderBytecode,
 879        SIZE_T BytecodeLength,
 880        ID3D10VertexShader **ppVertexShader);
 881
 882    HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
 883        ID3D10Device1 *This,
 884        const void *pShaderBytecode,
 885        SIZE_T BytecodeLength,
 886        ID3D10GeometryShader **ppGeometryShader);
 887
 888    HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
 889        ID3D10Device1 *This,
 890        const void *pShaderBytecode,
 891        SIZE_T BytecodeLength,
 892        const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
 893        UINT NumEntries,
 894        UINT OutputStreamStride,
 895        ID3D10GeometryShader **ppGeometryShader);
 896
 897    HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
 898        ID3D10Device1 *This,
 899        const void *pShaderBytecode,
 900        SIZE_T BytecodeLength,
 901        ID3D10PixelShader **ppPixelShader);
 902
 903    HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
 904        ID3D10Device1 *This,
 905        const D3D10_BLEND_DESC *pBlendStateDesc,
 906        ID3D10BlendState **ppBlendState);
 907
 908    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
 909        ID3D10Device1 *This,
 910        const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
 911        ID3D10DepthStencilState **ppDepthStencilState);
 912
 913    HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
 914        ID3D10Device1 *This,
 915        const D3D10_RASTERIZER_DESC *pRasterizerDesc,
 916        ID3D10RasterizerState **ppRasterizerState);
 917
 918    HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
 919        ID3D10Device1 *This,
 920        const D3D10_SAMPLER_DESC *pSamplerDesc,
 921        ID3D10SamplerState **ppSamplerState);
 922
 923    HRESULT (STDMETHODCALLTYPE *CreateQuery)(
 924        ID3D10Device1 *This,
 925        const D3D10_QUERY_DESC *pQueryDesc,
 926        ID3D10Query **ppQuery);
 927
 928    HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
 929        ID3D10Device1 *This,
 930        const D3D10_QUERY_DESC *pPredicateDesc,
 931        ID3D10Predicate **ppPredicate);
 932
 933    HRESULT (STDMETHODCALLTYPE *CreateCounter)(
 934        ID3D10Device1 *This,
 935        const D3D10_COUNTER_DESC *pCounterDesc,
 936        ID3D10Counter **ppCounter);
 937
 938    HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
 939        ID3D10Device1 *This,
 940        DXGI_FORMAT Format,
 941        UINT *pFormatSupport);
 942
 943    HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
 944        ID3D10Device1 *This,
 945        DXGI_FORMAT Format,
 946        UINT SampleCount,
 947        UINT *pNumQualityLevels);
 948
 949    void (STDMETHODCALLTYPE *CheckCounterInfo)(
 950        ID3D10Device1 *This,
 951        D3D10_COUNTER_INFO *pCounterInfo);
 952
 953    HRESULT (STDMETHODCALLTYPE *CheckCounter)(
 954        ID3D10Device1 *This,
 955        const D3D10_COUNTER_DESC *pDesc,
 956        D3D10_COUNTER_TYPE *pType,
 957        UINT *pActiveCounters,
 958        char *name,
 959        UINT *pNameLength,
 960        char *units,
 961        UINT *pUnitsLength,
 962        char *description,
 963        UINT *pDescriptionLength);
 964
 965    UINT (STDMETHODCALLTYPE *GetCreationFlags)(
 966        ID3D10Device1 *This);
 967
 968    HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
 969        ID3D10Device1 *This,
 970        HANDLE hResource,
 971        REFIID ReturnedInterface,
 972        void **ppResource);
 973
 974    void (STDMETHODCALLTYPE *SetTextFilterSize)(
 975        ID3D10Device1 *This,
 976        UINT Width,
 977        UINT Height);
 978
 979    void (STDMETHODCALLTYPE *GetTextFilterSize)(
 980        ID3D10Device1 *This,
 981        UINT *pWidth,
 982        UINT *pHeight);
 983
 984    /*** ID3D10Device1 methods ***/
 985    HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)(
 986        ID3D10Device1 *This,
 987        ID3D10Resource *pResource,
 988        const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
 989        ID3D10ShaderResourceView1 **ppSRView);
 990
 991    HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
 992        ID3D10Device1 *This,
 993        const D3D10_BLEND_DESC1 *pBlendStateDesc,
 994        ID3D10BlendState1 **ppBlendState);
 995
 996    D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)(
 997        ID3D10Device1 *This);
 998
 999    END_INTERFACE
1000} ID3D10Device1Vtbl;
1001
1002interface ID3D10Device1 {
1003    CONST_VTBL ID3D10Device1Vtbl* lpVtbl;
1004};
1005
1006#ifdef COBJMACROS
1007#ifndef WIDL_C_INLINE_WRAPPERS
1008/*** IUnknown methods ***/
1009#define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
1010#define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This)
1011#define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This)
1012/*** ID3D10Device methods ***/
1013#define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1014#define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1015#define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader)
1016#define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1017#define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader)
1018#define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
1019#define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
1020#define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1021#define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
1022#define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
1023#define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
1024#define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
1025#define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
1026#define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1027#define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader)
1028#define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
1029#define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1030#define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1031#define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
1032#define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1033#define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1034#define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
1035#define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
1036#define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
1037#define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
1038#define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
1039#define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
1040#define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
1041#define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
1042#define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
1043#define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
1044#define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
1045#define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
1046#define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
1047#define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
1048#define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
1049#define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1050#define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1051#define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader)
1052#define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1053#define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader)
1054#define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1055#define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
1056#define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
1057#define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
1058#define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1059#define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader)
1060#define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
1061#define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1062#define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1063#define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
1064#define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1065#define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1066#define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
1067#define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
1068#define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
1069#define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets)
1070#define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
1071#define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports)
1072#define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects)
1073#define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This)
1074#define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags)
1075#define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This)
1076#define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
1077#define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
1078#define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
1079#define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This)
1080#define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This)
1081#define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
1082#define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
1083#define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
1084#define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
1085#define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
1086#define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
1087#define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
1088#define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)
1089#define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader)
1090#define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader)
1091#define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader)
1092#define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader)
1093#define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState)
1094#define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)
1095#define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)
1096#define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState)
1097#define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery)
1098#define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate)
1099#define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter)
1100#define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport)
1101#define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)
1102#define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo)
1103#define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength)
1104#define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This)
1105#define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource)
1106#define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height)
1107#define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight)
1108/*** ID3D10Device1 methods ***/
1109#define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView)
1110#define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState)
1111#define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This)
1112#else
1113/*** IUnknown methods ***/
1114static inline HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) {
1115    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
1116}
1117static inline ULONG ID3D10Device1_AddRef(ID3D10Device1* This) {
1118    return This->lpVtbl->AddRef(This);
1119}
1120static inline ULONG ID3D10Device1_Release(ID3D10Device1* This) {
1121    return This->lpVtbl->Release(This);
1122}
1123/*** ID3D10Device methods ***/
1124static inline void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1125    This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1126}
1127static inline void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1128    This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1129}
1130static inline void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) {
1131    This->lpVtbl->PSSetShader(This,pPixelShader);
1132}
1133static inline void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1134    This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1135}
1136static inline void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) {
1137    This->lpVtbl->VSSetShader(This,pVertexShader);
1138}
1139static inline void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
1140    This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
1141}
1142static inline void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) {
1143    This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
1144}
1145static inline void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1146    This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1147}
1148static inline void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) {
1149    This->lpVtbl->IASetInputLayout(This,pInputLayout);
1150}
1151static inline void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
1152    This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1153}
1154static inline void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
1155    This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
1156}
1157static inline void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
1158    This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
1159}
1160static inline void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
1161    This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
1162}
1163static inline void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1164    This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1165}
1166static inline void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) {
1167    This->lpVtbl->GSSetShader(This,pShader);
1168}
1169static inline void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) {
1170    This->lpVtbl->IASetPrimitiveTopology(This,Topology);
1171}
1172static inline void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1173    This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1174}
1175static inline void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1176    This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1177}
1178static inline void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) {
1179    This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
1180}
1181static inline void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1182    This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1183}
1184static inline void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1185    This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1186}
1187static inline void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) {
1188    This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
1189}
1190static inline void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
1191    This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
1192}
1193static inline void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) {
1194    This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
1195}
1196static inline void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) {
1197    This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
1198}
1199static inline void ID3D10Device1_DrawAuto(ID3D10Device1* This) {
1200    This->lpVtbl->DrawAuto(This);
1201}
1202static inline void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) {
1203    This->lpVtbl->RSSetState(This,pRasterizerState);
1204}
1205static inline void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) {
1206    This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
1207}
1208static inline void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) {
1209    This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
1210}
1211static inline void ID3D10Device1_CopySubresourceRegion(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D10Resource *pSrcResource,UINT SrcSubresource,const D3D10_BOX *pSrcBox) {
1212    This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
1213}
1214static inline void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) {
1215    This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
1216}
1217static inline void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
1218    This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
1219}
1220static inline void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
1221    This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
1222}
1223static inline void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
1224    This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
1225}
1226static inline void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) {
1227    This->lpVtbl->GenerateMips(This,pShaderResourceView);
1228}
1229static inline void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
1230    This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
1231}
1232static inline void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1233    This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1234}
1235static inline void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1236    This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1237}
1238static inline void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) {
1239    This->lpVtbl->PSGetShader(This,ppPixelShader);
1240}
1241static inline void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1242    This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1243}
1244static inline void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) {
1245    This->lpVtbl->VSGetShader(This,ppVertexShader);
1246}
1247static inline void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1248    This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1249}
1250static inline void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) {
1251    This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
1252}
1253static inline void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
1254    This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1255}
1256static inline void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
1257    This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
1258}
1259static inline void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1260    This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1261}
1262static inline void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) {
1263    This->lpVtbl->GSGetShader(This,ppGeometryShader);
1264}
1265static inline void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) {
1266    This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
1267}
1268static inline void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1269    This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1270}
1271static inline void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1272    This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1273}
1274static inline void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) {
1275    This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
1276}
1277static inline void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1278    This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1279}
1280static inline void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1281    This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1282}
1283static inline void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) {
1284    This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
1285}
1286static inline void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
1287    This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
1288}
1289static inline void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
1290    This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
1291}
1292static inline void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) {
1293    This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets);
1294}
1295static inline void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) {
1296    This->lpVtbl->RSGetState(This,ppRasterizerState);
1297}
1298static inline void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) {
1299    This->lpVtbl->RSGetViewports(This,NumViewports,pViewports);
1300}
1301static inline void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) {
1302    This->lpVtbl->RSGetScissorRects(This,NumRects,pRects);
1303}
1304static inline HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) {
1305    return This->lpVtbl->GetDeviceRemovedReason(This);
1306}
1307static inline HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) {
1308    return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
1309}
1310static inline UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) {
1311    return This->lpVtbl->GetExceptionMode(This);
1312}
1313static inline HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) {
1314    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
1315}
1316static inline HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) {
1317    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
1318}
1319static inline HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) {
1320    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
1321}
1322static inline void ID3D10Device1_ClearState(ID3D10Device1* This) {
1323    This->lpVtbl->ClearState(This);
1324}
1325static inline void ID3D10Device1_Flush(ID3D10Device1* This) {
1326    This->lpVtbl->Flush(This);
1327}
1328static inline HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) {
1329    return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
1330}
1331static inline HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) {
1332    return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
1333}
1334static inline HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) {
1335    return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
1336}
1337static inline HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) {
1338    return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
1339}
1340static inline HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) {
1341    return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
1342}
1343static inline HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) {
1344    return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
1345}
1346static inline HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) {
1347    return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
1348}
1349static inline HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) {
1350    return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
1351}
1352static inline HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) {
1353    return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader);
1354}
1355static inline HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) {
1356    return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader);
1357}
1358static inline HRESULT ID3D10Device1_CreateGeometryShaderWithStreamOutput(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,UINT OutputStreamStride,ID3D10GeometryShader **ppGeometryShader) {
1359    return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader);
1360}
1361static inline HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) {
1362    return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader);
1363}
1364static inline HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) {
1365    return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
1366}
1367static inline HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) {
1368    return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
1369}
1370static inline HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) {
1371    return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
1372}
1373static inline HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) {
1374    return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
1375}
1376static inline HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) {
1377    return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
1378}
1379static inline HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) {
1380    return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
1381}
1382static inline HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) {
1383    return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
1384}
1385static inline HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
1386    return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
1387}
1388static inline HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
1389    return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
1390}
1391static inline void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) {
1392    This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
1393}
1394static inline HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,char *name,UINT *pNameLength,char *units,UINT *pUnitsLength,char *description,UINT *pDescriptionLength) {
1395    return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength);
1396}
1397static inline UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) {
1398    return This->lpVtbl->GetCreationFlags(This);
1399}
1400static inline HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
1401    return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
1402}
1403static inline void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) {
1404    This->lpVtbl->SetTextFilterSize(This,Width,Height);
1405}
1406static inline void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) {
1407    This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight);
1408}
1409/*** ID3D10Device1 methods ***/
1410static inline HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) {
1411    return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView);
1412}
1413static inline HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) {
1414    return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
1415}
1416static inline D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) {
1417    return This->lpVtbl->GetFeatureLevel(This);
1418}
1419#endif
1420#endif
1421
1422#endif
1423
1424
1425#endif  /* __ID3D10Device1_INTERFACE_DEFINED__ */
1426
1427#define D3D10_1_SDK_VERSION (0x20)
1428
1429HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE,
1430    HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**);
1431HRESULT __stdcall  D3D10CreateDeviceAndSwapChain1(IDXGIAdapter *adapter,enum D3D10_DRIVER_TYPE driver_type,HMODULE swrast,UINT flags,D3D10_FEATURE_LEVEL1 feature_level,UINT sdk_version,DXGI_SWAP_CHAIN_DESC *swapchain_desc,IDXGISwapChain **swapchain,ID3D10Device1 **device);
1432
1433/* Begin additional prototypes for all interfaces */
1434
1435
1436/* End additional prototypes */
1437
1438#ifdef __cplusplus
1439}
1440#endif
1441
1442#endif /* __d3d10_1_h__ */